Toy Generationsан - Intergenerationallearning
Transcription
Toy Generationsан - Intergenerationallearning
Design Document for Toy Generations Game for Intergenerational Learning All Work & Copyright © by Project SILVER, 2012 Written by Teppo Räisänen, Matti Viitala & Jouni Juntunen Version 1.0 22.2.2013 Table of Contents Section I Game Overview Game Concept Game Genre & Feature Set Section II Gameplay and Mechanics Section III – Game Components Overview Backstory & Game Characters Overview Game Graphics Overview Game Audio Overview Game Areas Overview Section IV – Levels Level 1 The first day at a new job Level 2 Helping out Level 3 Showing the Ropes Level 4 Mixed age team Section V Artificial Intelligence Conversation AI Target Build AI [Optional: Mini Game AI] Section VI – Technical Requirements Section VII – Game Art & Audio Concept Art Asset List Section VIII Management Design History – This is a change listing quickly describing each major version and changes. 0.1 0.2 0.3 1.0 Teppo and Matti Teppo and Matti Teppo and Matti Teppo, Jouni and Matti 21.11.2012 21.12.2012 11.01.2013 22.02.2013 Important documentation note: [square brackets used] = Optional features, implemented within the available resources. Section I Game Overview This section describes game overview. Game Concept Toy Generations is a Webbased game which enables the player to practice intergenerational learning (IGL) The gameplay is centered around the life of a single player character (PC) as he works in a toy building factory. The workrelated events during the stages of the PC’s life (youngster, middleaged, senior) of the PC are presented as game levels. Unity3D game engine will be used for the game implementation. Game Genre & Feature Set The general look and feel of the game is of a 3rd person view. The movement of the PC is controlled by keyboard actions. The gameplay will also contain interactions between game characters, which include multiple dialog selection options for the player.Those selections are based on mouse selecting and clicking actions. The dialog lines are presented in language of the player’s choice. [Optional: The game will also contain IGLrelated challenges in a form of simple mini games.] The general features of the game are ● ● ● ● ● ● ● 3 [Optional: 4] levels Language options & localization 3rd person view and character dialogbased 3D game graphics Visual style optimized towards Webbased gaming Physics system, collisions between PC, NPC and realworld objects trigger events [Optional: Simple mini games integrated to the game levels] The intended duration of a single gameplay session will be approximately 10 20 minutes. The number of the nonplayer characters (NPC) varies according to the game level from one to three. The game location can be classified as a factory site for building toys. The movement of the player & the NPCs will be restricted by interior (walls, furniture). The Game is based on level completion mechanism: to progress within the game a single level has to be completed successfully. The target audience of the game consists of the members of the European population working in various organizations aiming at improving the IGL within the organization. Many of the players of the game can be classified as nonplayers, i.e. people with little or no previous experience of computer games. Also the age structure of the players will also vary greatly. These properties of the end users of the game will present a main challenge to the game design. Section II Gameplay and Mechanics In the game the player will control the PC’s actions during different stages of the characters life. Each of the stages is represented as a game level At first level character is a newly recruited worker and lacks any skills of building toys. The level will also work as a tutorial for the player to get familiar with the controls and objectives of the game, and maybe with learning about the IGL as well. A great majority of the players should be able to complete the first level without struggling. Each game level has a time limit in which the player must be able to complete the level. If this fails the game will display a level failed screen and provide an option to try again. The time limit is illustrated by a countdown clock displayed on the game screen. Each level will have an introductory screen before loading of the level. This screen will describe the game challenge that needs to be completed. The main instructional text parts should be kept short and easily understandable. The player can pause any level and enter a game menu by using ESC key press. The game will not contain ‘Save/Load Game’ functionalities. The movement of the PC is controlled by the keyboard arrow keys. Interaction between the PC and the NPCs is triggered when the PC arrives to a close distance of a NPC. The interaction is presented in a form of a verbal conversation. The player of the game can choose between multiple options of speech lines. Typically one of the speech lines results in a positive reaction from the NPC, whereas the remaining lines will result in either end of the conversation or otherwise negative reply from the NPC. Conversations are important part of the game as IGL will be embedded into game using speech lines containing stereotypes about old and young workers etc. When the PC approaches the buildable object or the workstation for building those objects the user interface will present options towards e.g. building a specific body part of the toy. Besides of the basic movement and option selections no further action types will be require from the player to promote the learnability of the game. General game screenflow: 1. Game opening screen a. Game name + graphics b. Language options (8 European languages) 2. Game main menu screen a. Game controls explained b. Game main theme described 3. Level 1 info screen a. Level Objectives b. Game characters of the level 4. Level 1 gameplay screen 5. Level 1 feedback screen (retry option, if incompleted) 6. Level 2 info screen a. Level Objectives b. Game characters of the level 7. Level 2 gameplay screen 8. Level 2 feedback screen (retry option, if incompleted) 9. Level 3 info screen a. Level Objectives b. Game characters of the level 10. Level 3 gameplay screen 11. [Optional: Level 4 info screen a. Level Objectives b. Game characters of the level 12. Level 4 gameplay screen 13. Level 4 feedback screen (retry option, if incompleted) 14. Level 3 feedback screen (retry option, if incompleted)] 15. Game end screen, credits a. Option to exit app b. Option to replay the campaign] There will be feedback screen after completion/failure of each of the levels. [Optional: The feedback screen can also used to provide functionalities to access more detailed information about IGL.] The feedback should be short and easily understandable. Each level has limited time and level is passed if the objectives are done in timely fashion. In addition to time speed of progress (efficiency) is shown using progress bar etc. Based on that player can figure out if the game is going well or not. [Optional: Besides the aforementioned features the gameplay will also contain mini games. These mini games are used to illustrate and emphasize various sides and points of IGL instead of requiring the player to read through textbased information, which most of the players would be reluctant to do.] Section III – Game Components Overview This section discusses the narrative characteristics of the game, i.e. game characters, plot elements and areas of the game levels. Also the general graphics and audio use principles are described. Backstory & Game Characters Overview The PC of the game is is a fictional character that belongs to the baby boomers generation (born between 1946 1964). His works in a toy factory. Toys are very susceptible to trends, so to keep up with the industry the toys manufactured must be updated constantly. This presents challenges for the workers within the factory. Some of the older workers might not understand all the hype around new toys and would like to stick with their old habits, that they feel safe with. As an opposite force some of the newly recruited workers don’t understand why anyone would like to manufacture or play with wooden toys and other antique items. For the toy factory to be able to operate both the young and senior workers must be able to share information and cope with the obstacles and barriers of IGL. When the game starts (level 1) the PC is at his twenties. PC starts working in the factory as a junior apprentice, and he is given a task that “Any kid could finish”. However PC soon realizes, that he cannot cope with the task without advice from a senior worker. As the game progresses PC gets older and acquires new skills and knowledge. He finds himself not just learning from the others but also being in demand of passing on knowledge to other workers. After promoted to be a member of the factory management the PC will realize that a successful IGL between the workers requires often a push from the management side. Game Graphics Overview Within the arcade view of the gameplay the game characters, such as PC, NPCs and the toys to be built, will be visualized as lowpoly 3D models. The dialog view of the game will display more detailed 2D textures of the facial features of the characters participating to the discussion to provide a more concrete gaming experience. This is a much used mechanism of many of the Realtime strategy games. Also, the ageing of the PC can be effectively visualized by making relatively minor changes to the 3D model and updating the 2D texture contents instead (See image 2 for an example). The generic movements like walking will be animated. Working movements will be animated to some degree, e.g. hammering nails, but not in detailed level. Image 1. Game example (Warcraft 3) of using 2D HUD texture to represent a 3D character’s face (softwaresnmaker.blogspot.com). Image 2. Example of using 2D texture to represent a 3D character’s ageing progress. Game Audio Overview The game audio will consist of Game menu related sound effects Game level ambient sound + sound effects Spoken dialog lines between the game characters [Optional: mini games’ sound effects] The player of the game must be able to complete the game without relying on the game audio. Consequently, the game audio must be used only to provide increased immersion and playability, but it must not contain any information, that is critical for completing a game level or to understand game instructions. E.g. the spoken dialog lines will be presented as audio effects, but the written contents of the lines is in a critical position to the completion of a game level. Game Areas Overview The game environment consists of an interior of a toy factory site. Even though the gameplay will typically last from 10 to 20 minutes, the game itself will cover multiple decades. This is reflected by the [Optional: radically] customized game environment. The factory interior of the 1st level is based on the equipment and style of 1960s. As for the remaining game levels, the interiors and the nature of the toy(s) to be built will gradually change towards a more modern, and even futuristic, style. Also the feedback and information screens and the game audio between the levels can be used to illustrate the changing times. Image 3. Game example of a futuristic factory site (www.futurefactorygame.com). The game area design should generally focus on using low poly 3D models and textures that reduce the amount of data transfer and computing load. Section IV – Levels This section describes the contents of the game levels. Important: the dialog contents presented in this section are provided as exemplary and are subject to a later change. Level 1 The first day at a new job In the first level the PC has to built wooden toy horses with an older NPC. PC must interact with NPC to able to learn how to do wooden toy horses and complete the level. [Optional: The events take place at 60’s. Interior of the toy factory, character appearance, sounds, etc. are implemented according to that.] Image 4. Wooden toy horse. PC is 18 years old youngster and has no skills or previous experience on making toys. He has been instructed to start working on the factory to get familiarized how the factory works. NPC is 65 years old skilled craftsman with lof of experience. Building wooden toy horses requires skills in carpentry, which NPC knows but PC does not. Therefore PC has to ask help from NPC to be able start working. Level Scene is toy factory room with two working stations (one for NPC and PC). At the beginning of the level NPC is at work doing wooden toy horses at his own workstation as the PC enters the room. If PC approaches NPC following dialog (image 5) will be displayed where NPC offers help. If PC accepts help he will learn how to do wooden toy horses and player will pass the level. If PC refuses help he is not able to do the job. NPC will offer help if PC approaches NPC again. If player does nothing, PC will start doing gestures (speech bubble with question mark, spreading arms, etc.) to indicate, that he is not able to do anything. Player has one minute to pass the level. Image 5. Speech lines for NCP (blue) and PC (red). Correct answer to pass the level is shown in red. Level 2 Helping out In the second level the PC has to built (again) wooden toy horses with two NPCs. First NPC is 18 year old newcomer and other NPC is 65 year old skilled and proud veteran. PC is 25 year old and has gained quite a lot skills working at the toy factory. [The events take place at 60’s. Interior of the toy factory, character appearance, sounds, etc. are implemented according to that.] Older NPC is able to do the job (of course) and younger NPC is not. PC has to teach younger NPC how to make wooden toy horses. Level Scene is toy factory room with three working stations (two for NPCs and one for PC). Older NPC and PC are working when younger NPC enter the room and goes to his workstation. PC might approach NPCs at any time but after a while younger NPC starts to make gestures (speech bubble with question mark, spreading arms, etc. ) that indicates that he does not know what to do. If PC does not respond to that older NPC will suggest (show dialog) to PC to see what is the matter with younger NPC. If PC approached younger NPC dialog (image 6) will be displayed. Image 6. Speech lines for younger NCP (blue) and PC (red). Correct answer to pass the level is shown in red. If PC suggest to the younger NPC to get help from the older NPC nothing special happens. Older NPC refuses to help (speech bubble with lightning, dark cloud or other sign of frustration/irritation will be shown). After younger NPCs starts making wooden toy horses level is completed. Player has one minute to pass the level. Level 3 Showing the Ropes In the third level PC has to built “ My Little Ponies” (The trademark used as an example) with two NPCs. First NPC is 18 years old newcomer and other NPC is 55 years old proud veteran. PC is 42 year old and at his prime as a worker. PC must teach two NPCs to build My Little Ponies as they do not know how to do them. [The events take place at 80’s. Interior of the toy factory, character appearance, sounds, etc. are implemented according to that.] Image 7. My Little Pony. Older NPC is used to do wooden horses and does not like the idea of making new toys although knows how to do them. Younger NPC is eager to work but does not know how to do the job properly. PC has to make older NPC to start doing My Little Ponies and instruct younger NPC how to make them properly. Level Scene is toy factory room with three working stations (two for NPCs and one for PC). As the PC enters the room older NPC is doing wooden toy horses and younger NPC is doing faulty My Little Ponies. PC has to approach both players at a time to discuss and fix the problems in a way that both start doing proper My Little Ponies. Only PC is interacting with NPCs (i. e. NPCs do not interact with each other). If PC approaches older NPC following dialog (image 8) will be displayed. Image 8. Speech lines for older NCP (blue) and PC (red). Correct answers to make older NPC start building My Little Ponies is shown in red. If PC approaches younger NPC following dialog (image 9) will be displayed. Image 9. Speech lines for younger NCP (blue) and PC (red). Correct answer to make younger NPC start building My Little Ponies is shown in red. After both NPCs start making My Little Ponies level is completed player has two minutes to pass the level. Level 4 Mixed age team In the fourth level PC has to manage team of two NPCs to built battery operated “Toffee the Ponies” (Trademark used as an example). There is also a third NPC working as a supervisor of the toy factory and does not take part of manufacturing toys..First NPC of the team is 18 years old and the second NPC is 42 years old. The third NPC doing the supervising is 30 years old. The PC is 65 years old proud veteran. [The events take place at 20 century Interior of the toy factory, character appearance, sounds, etc. are implemented according to that.] Image 10. Toffee the Pony. In the beginning of the level PC and the older NPC are not able to do Toffee the Ponies. Youngest NPC knows how to do them but does not want to teach older characters how to do them (he has prejudice towards elderly people). PC has to figure out the situation and resolve differences between team members. Level Scene is toy factory room with three working stations (two for NPCs and one for PC, the third NPC does not take part of the manufacturing). Scene start when NPCs and PC are doing My Little Ponies. Superviser rushes in and tells them (image 11) to start making Toffee the Ponies because there are going to be the next topselling item in the market Image 11. Speech lines for supervising NCP and PC at the beginning of the scene. After superviser leaves the room NPCs will go to their own workstations. Older one starts to make My Little Ponies and younger one does nothing. Player has to talk to NPCs to make them start building Toffee the Ponies. If PC approaches older NPC for the first time following dialog (image 12) will be displayed. Image 12. Speech lines for older NCP (blue) and PC (red) if PC asks older NPC to start making Toffee the Ponies. If PC approaches older NPC again following dialog (image 13) will be displayed. Image 13. Speech lines for older NCP (blue) and PC (red) if PC asks (again) older NPC to start making Toffee the Ponies. If PC approaches younger NPC following dialog (image 14) will be displayed. Image 14. Speech lines for younger NCP (blue) and PC (red). At this point supervisor rushes in again and following dialog (image 15) is displayed. Image 15. Speech lines for supervising NCP (blue) and PC (red). After first discussion with younger NPC he starts to do Toffee the Ponies. After that PC has to approach younger NPC again and following dialog will be displayed (image 16). Image 16. Speech lines for younger NCP (blue) and PC (red). Correct answers to make younger NPC to teach how to build Toffee the Ponies is shown in red. After successful second discussion (player selects the correct answers) with younger NPC him and PC will approach older NPC and discussion is started (image 17). Image 17. Speech lines for younger NCP (blue) and PC (red). Correct answers to make older NPC and PC to learn how to build Toffee the Ponies is shown in red. After both NPCs and PC start making Toffee the Ponies level is completed Player has four minutes to pass the level. Section V Artificial Intelligence This section describes the AI components of the game. The components can be divided into categories of the conversation AI, target build AI [Optional: and the mini game AI properties.] Conversation AI Conversations are triggered whenever the PC arrives to a specified near distance of the NPC capable of conversation. Camera angles can be switched during the conversation to provide a movielike experience for the player of the game. There are always two participants in the conversations of the game: the PC and a NPC. The player of the game controls the speech lines of the PC by selecting one of the multiple options (2 to 3) presented in the user interface of the game. The NPC will react differently based on the chosen speech line. This AI is based on a lightweight conversation engine, which utilizes e.g. a simple conversation tree structure to serialize and present the dialog sequences, items and response choices. The conversation engine must be designed to allow an easy localization for different written languages. The decision making during conversations forms one of the main challenges for the player of the game. Besides of the responses of the NPC the decision making can also trigger various game events, [Optional: such as launching a mini game or] like gaining a new skill via learning]. Image 18. Initialization of a conversation by a NPC Image 19. Conversation options selection for the player. The game design must allow an easy localization of the all the content strings. The conversation audio will not be localized, but instead a gibberish will be used to present the conversation speech. Target Build AI Target build AI is responsible for handling and displaying information of the build progress of the toy to be built to complete a level. The AI will provide information of the subcomponents of the toy and the skills required to build or integrate the components. The components can e.g. have a predetermined building order and building of some of the components might take unusually long time. This AI will also control the visual appearance of the toy to be built and HUD is used to represent the toy and the command options for the player. [Optional: Mini Game AI] Case 1 Shooting IGL obstacles The player is presented with an action field, where there are pop ups IGL obstacles (that could be figures, or balloons or signals), some of theses pop ups obstacles are the targets which are negative stereotypes about IGL, and there are also distractors which are positive stereotypes about IGL. The player must shoot only the targets (negative stereotypes). If the player shoots the distractors (positive) he/she looses points, and only when the all the negative are shot they finish the mini game. The AI (in a broad sense) of this mini game is to monitor the player’s actions and detect 1) if the player shot at a negative or positive stereotypes. The score situation must be updated according to the result of the detection. Case 2 Selecting IGL tools The player is presented with a demanding task of flying an airplane [Optional/Modifiable: or another kind of vehicle], and he can select different tools from a menu in order to do the task more efficiently. The menu will consist of age sensitive IGL tools (for instance, experience, speed, accuracy, reasoning etc), and the game (AI) need to be design so that it shows that what are the advantages and disadvantages in terms of performance when choosing the different tools. That is, most efficient performance (driving best the airplane) should be with a combination of “young” and “old” tools. In addition, we the player could do the task under different conditions (such as bad whether, or emergency landing) which would represent the different challenges in the workplace. Section VI – Technical Requirements The game will utilize Unity3D game engine. Developing the game requires a valid Unity3D development software licence. Game development places moderate system requirement for the development hardware. More information can be obtained from the Web address http://unity3d.com/unity/systemrequirements Development language can be either JavaScript or C# or a combination of these two. The game will be deployed as a Webbased game. For playing the game it is required to install a Unity3D browser plugin. [Optional: A downloadable standalone build will be offered for those potential players without a fast enough network connections or a possibility to install a Web Player plugin] Besides of a browser plugin a network connection is required to play the Webbased game implementation. Game development will aim at minimizing the wait times during gameplay. Section VII – Game Art & Audio Concept Art Because of the nature, resources allocated and the schedule of the game development, the general look & feel of the game should represent a simplified type. Presented below are some examples of the intended style, used in game Lies And Seductions. Image 20.Concept art example 1(liesandseductions.com/gallery). Image 21. Concept art example 2(liesandseductions.com/gallery). Image 22. Concept art example 3 (liesandseductions.com/gallery). Asset List Art Intro screen background + graphics Level info screens’ backgrounds Menu backgrounds Button backgrounds / colors Information about the buildable toy object Model and Texture List Character models, PC, NPCs, described in level descriptions Buildable objects, ie. the toys to be built [Optional: Tools used by the game characters to build toys] Noninteractive objects (the worksations, furniture etc.) Animation List Simple animations for illustrating the buildable objects manufacturing. Can be e.g. changing alpha values of object (toy) subcomponents Character animations Generic movement, walking, turning for the game characters Speech and emotional gestures for the game characters Generic work gestures for the game characters [Optional: The animated game objects of the mini games] Game Audio Environmental Sounds Level background effects: Toy factory soundscape [Success / failure / bonus points sound effects] Interface Sounds Button click sounds [Menu items scroll sound] [Optional: Music] A music loop sequence played during the intro screen + feedback screens During level infos a background music loop representing the trendy style of music of the time period, e.g. 1960s Dialog Voices The persons’ voices during dialog will not be localized. Instead, gibberish audio effects will be used to play audio during conversations. Examples of the type: http://www.audiomicro.com/soundeffects/human/gibberish/length:0 http://www.wikihow.com/SpeakGibberish Besides of using gibberish the spoken audio should reflect the emotional content of the dialog line, e.g. surprised, angry, happy etc. The PC and the NPCs can be characterized by simply using different, natural or edited, pitches for the dialog lines. Section VIII Management Detailed Schedule { The game must be completed and playable by 31.8.2013 Budget The budget for the implementation of the game is 20 000 €. Localization Plan The text contents (menu items, dialog lines) of the game will be translated to target languages. The translated text contents will be provided by the participants of the SILVER project. The content translation costs are not included to the implementation budget of 20 000 €.